Dungeon Editor Progress

Talk about level editing and modding here. Warning: forum contains spoilers!

Dungeon Editor Progress

Postby petri » Mon Apr 23, 2012 4:46 pm

Hi!

This is the progress thread for the upcoming Dungeon Editor which will be a free update to Legend of Grimrock. I'll keep updating this post when new features are added to the todo and done lists.

Frequently Asked Questions
=======================

What is the release date for the dungeon editor?
No release date has been set yet. When it's done! :)

How complex dungeons can I create with the editor?
Max level size is 32x32 cells and there can be a maximum of 99 levels, although the amount of memory may run out earlier... Basically anything that's in the original Grimrock dungeon can be built using the editor.

Will I be able to create new wallsets, monsters, items, etc.?
Remains to be seen. The plan is to get dungeon editing features working first and modify the game to support custom made dungeons. This requires lots of work because many things are hardcoded and the way how the original levels have been created is so vastly different (the original levels were built without a map editor in Lua code). We look into how feasible supporting custom assets is when we hit alpha.

How will the dungeons be distributed?
We're looking into various options. We'll let you know!

Done:
- Initial planning
- Script editor
- Design for entity serialization in game readable format
- Integrated dungeon editor into game code base
- New IMGUI implementation
- Clean up global variables in code editor
- Map view
- Tool bar
- Selection tool
- Wall drawing tool
- Place new object tool
- Asset browser (with filtering by tags)
- Object inspector
- Object inspector properties for most entities
- IMGUI text box control
- IMGUI combobox control
- Entity serialization
- Clean up gui layout and add panel graphics
- Entity icons
- Editing the facing of entities
- Object deletion
- Move selected object using arrow keys
- Assigning custom object identifiers for scripting, e.g. "treasuryDoor" instead of "iron_door_20_15_0"
- Load/Save dungeon
- List all entities under mouse cursor
- Preview mode
- Support for more than one level
- Autocompletion for lock opened by property
- Adding items to alcoves
- "Add torch" check box for torch holders
- The entire dungeon created by the editor stored in a single document
- Removing objects from alcoves
- Placing items on altars and inside container items
- Fixed IMGUI drawing order bugs with combobox and autobox controls
- Added movable splitters between panels
- Map view scrollbars and centering
- Script editor error bubbles
- New map view graphics
- Pillars
- Separated door and door frame models so that it's easier to add new door types
- Groundwork for custom wallsets: reorganize and clean up assets
- Remove "$wallset" support from dungeon objects
- Selecting a single entity from a square containing multiple entities
- Multiselect
- Redesigned editor file format so that dungeon levels are saved as separate files
- Fixed inverted lever serialization
- Added project explorer listing all levels in the dungeon
- Wall texts can now contain newlines and special characters
- Starting preview no longer creates a temp file
- Configurable map name and wallset
- Added context menu to project explorer with the following options: new level, delete level, move level up and move level down
- Visual scripting for basic dungeon mechanics
- Added script entity for advanced Lua scripting
- New trigger event system with separate event and action types
- Improved object inspector gui (added separators, improved layout)
- Deprecated inverted property for levers and pressure plates (not needed anymore with new scripting system)
- Fixed imgui combobox and autobox drawing order issues
- Improved selection tool to highlight all hover objects (not just the first)
- bug fix: scripting errors crash the editor
- Rectangle selection tool
- Autocompletion for spawner's spawned entity property
- Monster groups
- Monster levels
- Launching dungeon editor from main menu
- Exiting dungeon editor goes back to main menu
- Set teleport & connector target tool
- Bug fix: item inspector crashes when editing scrolls
- Monster group icons
- Referring to other entities from script entities
- Fixed preview window aspect ratio issues
- Bug fix: mouse clicks go through fullscreen preview
- Textboxes, code editors and splitters change the mouse cursor when the mouse is hovering on them
- Implemented "any" events
- Starting location does not follow the party when going down stairs or pits
- Refactored map handling (removed global map variable)
- Generate unique ids when spawning new entities
- Copy & paste
- Refactored object inspector code
- Show modified state in window title
- Save changes confirmation when opening/closing the document
- Menu bar is disabled in fullscreen preview
- Mouse look works in preview mode
- Preview mode debug keys
- Game gui works now in fullscreen preview
- Mod filesystem mounting
- Exporting and packaging the dungeon as a mod
- Loading mod dungeons into game
- Fixed issues related to starting location
- bug fix: adding an entity without editor icon crashes the editor
- Script entity save state
- Mod guid creation
- Mod save game support
- Check for incompatible/missing mod when loading a saved game
- Added support for multiple render windows to the graphics engine (groundwork for export dialog)
- Export dialog with dungeon property fields (dungeon name, author and description)
- Combined selection and rectangle selection tools
- Added asset search field to asset browser
- Bug fix: fullscreen mode crashes
- Bug fix: editor freezes when picking a target for a connector and an empty square on the map is clicked
- Bug fix: spawner without spawned entity crashes when it's activated
- Bug fix: trying to overwrite a read-only file crashes the editor
- Bug fix: editor crashes when a treasure is picked up
- Bug fix: animation events are broken (no footstep sounds, no ranged attacks, etc.)
- Bug fix: game crashes if the target of a pit, stairs or teleporter is invalid
- Bug fix: spawning stairs on map boundary crashes
- Fixed bugs and improved script error handling
- Implemented cut
- Added edit menu
- Moved map properties from inspector to map properties dialog
- Bug fix: \n does not work with wall texts
- Spawner's autocompletion works now for spells too
- Teleport initial state can now be configured
- Bug fix: crash if scroll text contains double quotes
- Bug fix: sounds keep playing when preview is stopped
- Bug fix: after exporting, the editor window goes behind other open windows
- New more flexible mod directory hierarchy
- New editor project file format
- New project creation wizard
- New material defs system (materials can be defined in Lua just like other assets)
- Added support for custom materials, textures, sounds, meshes, animations, animation events, items, monsters, dungeon objects and wall sets
- Custom cinematics support
- Implemented script sandboxing so that scripting errors should no longer be able to crash the game/editor
- Scripting support for modifying dungeon object properties
- Scripting support for modifying champion portrait, name, race, class, gender, stats, conditions, experience and skill points
- Scripting support for dealing damage to champions
- Custom scroll image support
- Bug fix: current project is closed when canceling close project confirmation dialog
- Disable certain menu items when dungeon has not been created/loaded
- Code editor jumps to erroneous line automatically
- New archive file format
- Added save game serialization for various missing properties
- Bug fix: Champion:levelUp() does not award exp to champion
- Bug fix: corrupted mod archives crash the game at startup
- Bug fix: level 6 Mage's Entrance puzzle had duplicated receptor ids
- Bug fix: Champion:trainSkill() was missing default args
- Console can be enabled by setting "console = true" in config
- Configurable console key by setting "consoleKey" in config
- Improved error handling when exporting a dungeon that has Lua scripting errors
- Improved error handling when loading a dungeon with Lua scripting errors
- Bug fix: CodeEditor.scrollToLine() can get stuck in infinite loop
- Bug fix: keyboard shortcuts Ctrl-O, Ctrl-S and Ctrl-Shift-S crash
- Bug fix: fullscreen mode does not work
- Bug fix: Counter:setValue() and Counter:getValue() crash
- Bug fix: export creates a broken archive
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Re: Dungeon Editor Progress

Postby Crashbanito » Mon Apr 23, 2012 4:52 pm

Glad to see the Dungeon Editor will still feature actual programming at least as far as Lua goes. :)
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Re: Dungeon Editor Progress

Postby Jack Dandy » Mon Apr 23, 2012 4:52 pm

Your perseverance is commendable.
Not resting on your laurels, and instead going straight to working on the editor- bravo! :)

I have a feeling this will pay off.
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Re: Dungeon Editor Progress

Postby Darklord » Mon Apr 23, 2012 5:09 pm

What, where, when?! :o

Mmm Dungeon editor... Can't wait! :) :D 8-) :lol: :mrgreen: :P

Daniel.
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Re: Dungeon Editor Progress

Postby Jordan » Mon Apr 23, 2012 5:31 pm

Thank you very much for keeping us updated with the progress of the editor. I didn't realise that you were starting so soon, I couldn't be happier to hear the news. There is a great deal happening this year in the gaming world but this is easily my most anticipated - it's going to be awesome to create our own dungeons and play those made by others! I can't begin to comprehend how great this will be, I really look forward to hearing more as it develops.
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Re: Dungeon Editor Progress

Postby Darklord » Mon Apr 23, 2012 5:35 pm

Jordan wrote: it's going to be awesome to create our own dungeons and play those made by others!


Yes, yes it is! :D

Daniel.
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Re: Dungeon Editor Progress

Postby Dandy » Mon Apr 23, 2012 5:38 pm

Very, very cool. ;)
And this is all going to be free?
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Re: Dungeon Editor Progress

Postby Darklord » Mon Apr 23, 2012 5:42 pm

Dandy wrote:Very, very cool. ;)
And this is all going to be free?


Yep! :D

petri wrote:
Dlanor wrote:When you release the editor, will it come in a free patch or will it be a separate DOWNLOAD?

Modding tools and/or editor will be completely free and they will probably be integrated to the game somehow.


Daniel.
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Re: Dungeon Editor Progress

Postby Crashbanito » Mon Apr 23, 2012 5:43 pm

I have a question, will we be given a way to use put cutscenes/still frames in at the beginning and end of our dungeons?
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Re: Dungeon Editor Progress

Postby Patch » Mon Apr 23, 2012 5:53 pm

Crashbanito wrote:I have a question, will we be given a way to use put cutscenes/still frames in at the beginning and end of our dungeons?


And the middle, such as with the FMV used during certain times of rest in the main game?
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